Without being able to track that down, we found the GC is not the main reason for 'glitches'. In our gaming app, when prototyping things, 1000ths of objects may be allocated per second. After removing the 'news' and replacing them with object-reuse (most they are Matrix4f/Vector3f), there was no significant improvement. I used to log the GC by -verboce:gc and found there was no coinicidence of GC events and the perceivable glitches - even if we run with 100fps and above.

GC maybe one source, but on todays very fast machines, it is also a very fast thing and seldom the reason, although often suspected.

More specifically, you should use String operations as little as possible and create as little as possible (short lived) objects (especially heavy ones) in general in your game loops and inner loops.Certainly, avoiding the new keyword doesn't necessarily mean that you're not creating garbage. Just do one XSL transformation using Xalan in your game loop and you'll know what I mean (no GC can cope with *that*)

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